<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Standardization on MCSR Ranked Blog</title><link>https://blog.mcsrranked.com/tags/standardization/</link><description>Recent content in Standardization on MCSR Ranked Blog</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Fri, 16 Oct 2026 22:00:00 +0900</lastBuildDate><atom:link href="https://blog.mcsrranked.com/tags/standardization/index.xml" rel="self" type="application/rss+xml"/><item><title>Mod Update - v6.0.3 Changelog</title><link>https://blog.mcsrranked.com/p/mod-update-v6.0.3-changelog/</link><pubDate>Fri, 16 Oct 2026 22:00:00 +0900</pubDate><guid>https://blog.mcsrranked.com/p/mod-update-v6.0.3-changelog/</guid><description>&lt;img src="https://blog.mcsrranked.com/p/mod-update-v6.0.3-changelog/6.0.3_thumbnail.png" alt="Featured image of post Mod Update - v6.0.3 Changelog" /&gt;&lt;p&gt;We are fixing some issues, and there&amp;rsquo;s noticeable change with the blind portal behavior.&lt;br&gt;&#10;Checkout the entire Replay v3.0 update changelog in &lt;a class="link" href="https://blog.mcsrranked.com/p/mod-update-v6.0.0-changelogs/" &gt;This Post&lt;/a&gt;!&lt;br&gt;&#10;And also, we are getting feedback/suggestions with the new replay update! Please don&amp;rsquo;t forget to join &lt;a class="link" href="https://discord.mcsrranked.com" target="_blank" rel="noopener"&#10; &gt;our Discord Server&lt;/a&gt;!&lt;/p&gt;&#10;&lt;h2 id="changes"&gt;Changes&#10;&lt;/h2&gt;&lt;ul&gt;&#10;&lt;li&gt;Blind portals generated in ocean biomes will no longer be fixed at Y-70.&#10;&lt;ul&gt;&#10;&lt;li&gt;We already had logic to generate blind portals on the surface. However, a side effect of this logic was that blind portals generated in ocean biomes would always spawn at Y-70. After reviewing the code, we realized that this is different from vanilla behavior, so we fixed it.&lt;/li&gt;&#10;&lt;li&gt;Blind portals can now generate at much higher(like as vanilla). As a result, it will be difficult to reach without throwing ender pearls or placing blocks to climb up.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;Fixed some replay bugs.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h2 id="bug-reports"&gt;Bug Reports&#10;&lt;/h2&gt;&lt;p&gt;Please join &lt;a class="link" href="https://discord.mcsrranked.com" target="_blank" rel="noopener"&#10; &gt;our Discord Server&lt;/a&gt; to report any issues!&lt;/p&gt;&#10;</description></item><item><title>Mod Update - v6.0.0 Changelogs</title><link>https://blog.mcsrranked.com/p/mod-update-v6.0.0-changelogs/</link><pubDate>Wed, 14 Oct 2026 17:00:00 +0900</pubDate><guid>https://blog.mcsrranked.com/p/mod-update-v6.0.0-changelogs/</guid><description>&lt;img src="https://blog.mcsrranked.com/p/mod-update-v6.0.0-changelogs/6.0.0_thumbnail.png" alt="Featured image of post Mod Update - v6.0.0 Changelogs" /&gt;&lt;p&gt;This update focuses on the new replay system, along with some smaller changes.&lt;br&gt;&#10;We’re also collecting feedback and suggestions! Join &lt;a class="link" href="https://discord.mcsrranked.com" target="_blank" rel="noopener"&#10; &gt;our Discord Server&lt;/a&gt;!&lt;/p&gt;&#10;&lt;h2 id="changes"&gt;Changes&#10;&lt;/h2&gt;&lt;ul&gt;&#10;&lt;li&gt;Replay v3.0 Update&#10;&lt;ul&gt;&#10;&lt;li&gt;This update brings a complete overhaul to the replay system, with lots of new features, bug fixes, QOL improvements and more. Not to mention a complete tutorial to get you acquainted!&lt;/li&gt;&#10;&lt;li&gt;Summary of all the replay changes:&#10;&lt;ul&gt;&#10;&lt;li&gt;New replay UI &amp;amp; controls&lt;/li&gt;&#10;&lt;li&gt;Replay tutorial&lt;/li&gt;&#10;&lt;li&gt;First-person POV&lt;/li&gt;&#10;&lt;li&gt;Player health, hunger, breath, inventory &amp;amp; more stats&lt;/li&gt;&#10;&lt;li&gt;Visualize mob/player pathing&lt;/li&gt;&#10;&lt;li&gt;Splits viewer, navigation &amp;amp; alignment&lt;/li&gt;&#10;&lt;li&gt;Piglin trades stat screen&lt;/li&gt;&#10;&lt;li&gt;X-ray spawners/chests/gold blocks&lt;/li&gt;&#10;&lt;li&gt;Pie chart recording&lt;/li&gt;&#10;&lt;li&gt;Player UI interaction recording&lt;/li&gt;&#10;&lt;li&gt;Looted/unlooted toggle for chests&lt;/li&gt;&#10;&lt;li&gt;New timeline icons (by &lt;a class="link" href="https://ollie.lol/" target="_blank" rel="noopener"&#10; &gt;ollie&lt;/a&gt;)&lt;/li&gt;&#10;&lt;li&gt;And more!&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;Fixed an issue where ocean seed types would sometimes have both a shipwreck and buried treasure at spawn.&lt;/li&gt;&#10;&lt;li&gt;All strongholds now generate with the same rooms and layout, and still have the same number of eyes.&#10;&lt;ul&gt;&#10;&lt;li&gt;However, they can still be affected by other generated structures, such as caves, dungeons and mineshafts. We are looking into a way to fix this in the future.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;/li&gt;&#10;&lt;li&gt;Added more splash texts.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h2 id="bug-reports"&gt;Bug Reports&#10;&lt;/h2&gt;&lt;p&gt;Please join &lt;a class="link" href="https://discord.mcsrranked.com" target="_blank" rel="noopener"&#10; &gt;our Discord Server&lt;/a&gt; to report any issues!&lt;/p&gt;&#10;</description></item></channel></rss>